Blog Archives

’49, Wüstendrachen

As the German Wüstendrachen had little impact on the war anywhere but in Africa, Allied planners tended to dismiss them as either a stunt designed to show the impressive reach of the Reich, or a poorly-conceived plan to create a new form of wonder-soldier to compete (in general, poorly) with powered-armor equipped heavy infantry.

In fact, neither of those was the strategic purpose of the Wüstendrachen, which was in general never realized.

20190623_202113

By the time the Reich had determined victory had to mean conquering North and South America, the reality of logistics just invading the Soviet Union and Czarist Crimea had become clear. While invasions of the Americas wouldn’t have to deal with Russian Winter, the need to import the needed war materiel across one or more oceans was seen as a major problem. Even if jet bombers and saucers could destroy most of the continent’s opposing forces from the air, truly controlling such territory would require troops on the ground.

This is where the drachen were seen as part of the solution. The beasts were capable of outrunning and outlasting horses, camels, and even jeeps, could allow expert troops to carry significant materiel and even anti-tank weapons, and while they could not compete with walkers or heavy infantry, they were more than capable of handling light infantry or militias.

And they could breed.

The idea was that a well-blooded, well-trained Wüstendrachen could expand exponentially once established on a foreign continent. A single female could lay 4-5 eggs a week, and hatchlings were born nearly self-sufficient. They would imprint upon birth with a pack handler, could be used as guard animals within a week, and could become mounts within 3 months.

Rather than have to build factories, import or process fuel, maintain supply lines of tires and spare parts, the plan was for elite Wüstendrachen to establish bases of operations, feed their mounts on fallen foes and wild game, and recruit, train, and educate local whites to become volkwüstendrachen, creating a self-sustaining, replicating, self-sufficient scouting and patrol force that could spread across any continent with little support from Germany.

Though the project only took root in any strength under Rommel in Africa, its success there for years suggests it would have at least had some impact on an invasion of the Americas, if the Reich had ever managed great enough success to attempt such a thing.

#DieselPulp

Advertisements

The Public Enemies: Inverted Jenny

Superheroes and pulp adventurers need nemeses who are just as colorful, interesting, and talented as the protagonists they oppose. Batman’s Rogue’s Gallery, the Flash’s Rogues, Spider-Man’s Sinister Six, Superman’s legions of foes, the Green Lantern’s Yellow Lanterns and so on, define those heroes as much as their powers and backstories do. So when running a supers RPG, GMs often want to create memorable foes to serve similar roles.

One way to do that is to do pastiche versions of classic villains. Another is to create new villains that draw on similar tropes, but aren’t 1-for-1 homages.

Since villains are often coolest if they have some collective noun (which doesn’t have to mean they work together… though sometimes they might), I have begun pondering a group of colorful foes ready to be the nemeses of nearly any hero.

I call them, the “Public Enemies.”

Inverted Jenny
The  master criminal known as Inverted Jenny is well-known to actually be Dr. Jennifer January, an expert in computational complexity theory who funded many philanthropic pursuits by working as a freelance postal and insurance investigator uncovering fraud. After she exposed a profitable money-laundering scheme being used by the Wolf’s Head, she was kidnapped and questioned by the villain Toxin under enhanced interrogation to see how much information she had turned over to the government. This treatment resulted in her developing dissociative identity disorder, apparently as an intentional side-effect of the psychotropic treatment she underwent.

The second identity that developed thought of herself as the opposite of everything Dr. Jennifer January believed in, and thus dubbed herself “Inverted Jenny.” Inverted Jenny is a genius planner obsessed with things that are the reverse of the norm, and stamps and stamp collecting. Though she has no superhuman powers, her ability to carefully plan, prepare for nearly any eventuality, adjust on the fly, and adapt to changing situations in clever and unexpected ways makes her a famously successful and dangerous foe. She is often very well funded, able to gather vast wealth in short periods of time through various forms of fraud, and happily spends that money to commit crimes that bring in much less value, but matches her personal aesthetic.

As Inverted Jenny she wears a domino mask (despite knowing her identity is public knowledge), and a high-quality pinstripe suit with a label pin of the famous Inverted Jenny stamp. She normally carries a handgun (often with specialty ammunition designed to deal with specific problems she has foreseen running into), a utility knife (generally concealed), a big ring (with the biplane from the famous stamp on it), and sometimes a cane (which has about a 50/50 change of having some special function, such as being a sword-cane, or a one-shot shotgun, or a cattle prod).

Inverted Jenny often works with a small club of all-women mercenary criminal specialists known as the Philatelists. These include Basel Dove (nonlethal munitions), Red Mercury (explosives), One-Cent Magenta (naval and underwater ops), Penny Black (disguise and infiltration), and Scinde Dawk (hand-to-hand combat). The Philatelists aren’t insane, and aren’t obsessed with stamps or inverted items. They were first assembled by Inverted jenny in an early, spectacularly successful, caper. While they were captured after they went their separate ways, their reputations were such that they were often freed and recruited by governments, master criminals, and of course Inverted Jenny herself. As a result, they use their stamp-based codenames, even when working independently or with groups with different motifs.

Two other Philatelists have sometimes been acknowledged, Penny Blue being a bodyguard often hired by Inverted Jenny, and Penny Red being a trainee of Penny Black (and possibly a younger relation) who operates independently as a bounty hunter and repossession expert on the gray side of the law.

Since Inverted Jenny is truly and genuinely insane, when captured she is generally confined and treated at the Segefield Sanatorium for the Criminally Insane. Of course, sometimes Dr. January’s personality is dominant, and at such times Inverted Jenny effectively does not exist. On numerous occasions, Dr. January has seemed to successfully and permanently suppress the Inverted Jenny personality, and managed to receive clearance to live in public, though always with regular monitoring and check-ins. Sadly, some treatments turned out to be only temporary, others couldn’t prevent a resurgence of Inverted Jenny if Dr. January was in extreme pain or danger, and in at least two cases what was a permanent fix was undone by some other villain who felt the need to recreate Inverted Jenny to access her planning expertise.

(Do you enjoy the content on this blog? Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!)

 

Ungol

Ungol is the Accursed City, the Land of Maddened Death, and the location of the Skulmance.

It is a kingdom, a ruin, a demiplane, a demigod, and an artifact.

Ghouls live in Ungol, as do wererats, rakshasa, jackalweres, and hags.

It can be reached only through rituals, though some rituals once performed open a path on a regular, though often infrequent, basis. It opposed, and is opposed by, Valorgard.

Only pain and wickedness comes from Ungol, and to even know of it can give it power. Even its dust has power. So we do not speak of it.

But anything written of Ungol morphs and changes, until the writing spreads dangerous lies that benefit only Ungol. Only writing inked with the blood of an unwilling sapient creature, and scribed on pages made from another unwilling sapients skin, can hold unchanging words of Ungol.

So we also do not write of it.

ENJOYED THIS? BACK MY PATREON!

The Icosantheon. No. 19 – Garuuhl

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

19. Garuuhl

Garuuhl is also known as the First Lich, the Bringer of Bottled Sorrow, and (especially where his veneration is allowed in major cities) the Preserver and the Fermented One. He is always depicted as a roughly 4-foot tall, lean, humanoid desiccated corpse, with a long, curved nose, bright white points of light for eyes, and durable clothing of resin-impregnated leather. His gauntlets are light gray leather and fingerless, with twisted mithral and adamantine thread at every seam and cuff. Though his throat, chest, and abdomen are normally covered with a leather work-coat, when opened it is revealed that fungus and mushrooms grow in his flesh at these places.

It is believed that this depiction of Garuuhl is so clear and consistent because, unlike most deities, he still visits his temples and shrines from time to time. All these places remain working distilleries, dairies, apothecaries, canneries, and herbalist shops, and the Preserver has been known to come to have some new discovery or process explained to him, or to loan out his gauntlets to a worthy student, or to set a cask or vat to ferment in a cave beneath a dread monastery for a few centuries, or to pluck a fungus from his flesh, and set it to grow in a corpse laying in the yard, and command it be left to grow. None of these events are frequent, but every few decades Garuuhl appears at some place that reveres him.

The First Lich is just that, the first mortal to achieve lichhood. What his species was prior to this is unknown, and it has been suggested he is anything from a shrunken human or elf to the frame or a thin dwarf, to a gnome, goblin or, or halfling. When asked, the god himself just notes he is a lich, and it’s hard to argue with that. While seeking a way to preserve his body forever, Garuuhl invented beer, ale, yogurt, wine, spirits, jam, and cheese.

It has been suggested that in his mad dash to exist forever, Garuuhl invented the things needed for civilization. He has shown uses for the caves beneath the earth, the things that grow in it, fire for cooking and tanning and fermenting, cold for freezing and drying. He is a god of dread and terrible knowledge, but also the wonders it can create.

There is no question that Garuuhl is evil. He cares only for his own researches and discoveries-and safety-and happily sacrifices anyone and anything that slows his desires. But there is also no question that his temples and monasteries are sources of great teaching, knowledge, and, and medicine. While most other gods oppose him (though Karrackar continues to simply try to convince the Fermented One to stop being a deific ass, and Tazoteot doesn’t much care what Garuuhl does as long as he keeps them and their worshipers well-supplied with narcotics as desired), they also accept that his contributions are more beneficial than harmful. But he also demands he be credited as the primary source of any discovery made by him or his followers, and rains horrors down on those who don’t acknowledge him.

From great evil can come knowledge that can be used for good. This neither changes that it was created through evil, nor that it’s main uses may be benevolent.

Even in lands where it is illegal to openly worship Garuuhl, as he is an evil deity, it is sometimes allowed to venerate him. His monasteries and temples sometimes operate openly, staffed not by “priests” but by “cantors” and “curates.” And, in truth, as long as they do his bidding, Garuuhl does not care if those he empowers and protects worship him, or not, though mostly to gain his divine power one must be willing to sacrifice all other entities at his command, which requires at least a non-good alignment.

*Garuuhl is Neutral Evil. He accepts the worship of entities of any alignment, but only non-good creatures can truly worship him. Some alchemists and wizards do venerate him as the source of much knowledge, while at the same time opposign his followers excessive experiments.
*Garuuhl’s colors are red, black, and white.
*His favorite weapon is alchemist’s fire.
*His favored animal is the bee.
*His servitors are alchemical inevitables and fiendish undead.
*His holy symbol is a knot of red fire, black ice, and white hide.
*His areas of concern are preservation, invention, discover, experimentation, and self-important.
*His domains are Death (undead), Earth (caves), Fire (smoke), Magic (alchemy), Plant (decay), and Water (ice)
.

His priests can take the bombs sect ion of the alchemy feature of alchemists in place of channel energy, and gain appropriate discoveries as feats. Spellcasters and alchemists who venerate, but do not worship him, can learn formulas to duplicate any spell from his granted domains as spells or extracts, but must never destroy or suppress knowledge of his church’s work, regardless of whether they try to stop it.

ENJOYED THIS? BACK MY PATREON!

Icosantheon Index

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

This page is updated as new members of this divine collection are added.

2. Karrackar, Loremaster, Shade Dragon, and Kobold King. NG.

7. Ovinnec, the Wild Visitor. CG.

13. Tazoteot, the Demon God/Devil Goddess. N

19. Garuuhl, the First Lich, the Fermented One. NE

 

ENJOYED THESE? BACK MY PATREON!

The Icosantheon. No 7. Ovinnec

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

7. Ovinnec

The god of death, hunting, crops, and deception, Ovinnec is a god who appears in the form of various cats. Most famously he is depicted as a lean, comely man with an exposed chest and the head of a black cat, a black housecat, or a black tiger, though he can take the form of any male feline or feline-headed humanoids. Ovinnec is known by many names and forms in different cultures–dwarves often worship him as Grunuc Rat-Killer, elves as Olleanae the Living Night, and orcs as a brown-skinned half-orc with a one-eyed sabertooth tiger head called simply Slayer. Most cultures also name him as the Wild Visitor, though the origin of this title is not clear.

Ovinnec appears to be known and worshiped by all humanoid races who build permanent settlements, and most nomadic ones. Scholars often claim that the domestication of cats is so crucial to cultures being able to store grain and avoid undead that it only makes sense Ovinnec would send representatives to them. Some joke that Ovinnec taught cats to domesticate humanoids… which always makes worshipers of Ovinnec smile knowingly.

Ovinnec promotes hunting, as the domain of felines, and farming, as something that makes life easier for humanoids who should then provide cream, cheese, and blankets. As a hunter he is also a god of death, though unlike many gods of death his worshipers are not sworn foes of the undead. It’s not that Ovinnec wishes to destroy all undead–just to make sure they know he CAN, if they interfere with the delivery of his pleasure and comfort. While he promotes exploration, hunting, and farming, his one inviolate rule is that no feline is to be abused. If one attacks you or kills your crops, by all means defend yourself and your possessions. But to cause harm or pain where it is not needed it anathema.

He is rarely worshiped in large churches, but small shrines to him are extremely common–and are often filled with cats. Farmers claim anyone in need of a cat to hunt mice can go to any shrine of Ovinnec, and a kitten suitable to their needs will be present. Skeptics point out that if you have a place where a town feed and pet and protect cats, likely anyone can go find a kitten there. It is well known that Ovinnec is a close ally to Tazoteot, and his worshipers can operate out of their churches. This alliance is sometimes mocked as only existing because Tazoteot gives the best divine belly-rubs… a fact priests of Ovinnec have never denied.

*Ovinnec is Chaotic Good, but with an emphasis on chaos. His worshipers may be Neutral Good, Chaotic Good, Chaotic Neutral, or Chaotic Evil.
*Ovinnec’s colors are black, brown, orange, and white.
*His favored weapons are teeth and claws (including held claw-weapons), but also bows, scythes, and sickles. While other churches sometimes scoff that a god can’t have five ‘favorite’ weapons, worshipers of Ovinnec shrug and say “Maybe YOUR god can’t…”
*His favorite animal is the housecat, but also all cats and all creatures that are part cat.
*His servitors are sphinxes, but also cat sith, chimera, chinthe, and manticores. But not were-cats, who are reviled as creatures who steal cat form.
*His holy symbol is five curved slashes in the pattern of a cat scratch.
*His areas of concern are cats, death, deception, hunting, farming, and travel.
*His domains are Chaos (whimsy), Darkness (night), Repose (souls), Strength (ferocity), Travel (exploration), and Trickery (ambush and deception).

Druids who worship Ovinnec can only wildshape into feline forms (though they can be feline-shaped elementals) and can only have feline animal companions, but they get 6 skill points/level and add Bluff, Diplomacy, Escape Artist, Intimidate, Sleight of Hand, and Stealth to their class skill list. If they take a cleric domain as their nature bond, it must be one of Ovinnec’s domains or subdomains.

ENJOYED THIS? BACK MY PATREON!

The Icosantheon. No 13 – Tazoteot

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

13. Tazoteot
Deity of all sensuality and sexual thought. Tazoteot is also known as the Divinity of 10,000 Forms, because as deity of all forms of sensuality they cannot be contained by a single gender or shape. However, in all but 13 of their 10,000 forms, Tazoteot has glossy black lips.

Tazoteot is also know as the Demon God or Devil Goddess, because their original pantheon, the Cthonic Gods, all became fiends in the Ancient Times during the Discovery of Sin and turned to evil. But, as deity of ALL sensuality, Tazoteot refused to abandon their good followers. When the Cthonic Gods lost their true divinity and were bound to serve the eldest Daemons, only Tazoteot escaped their fate. However, Tazoteot retains considerable power drawn from fiends of all kinds as a result of this ancient history.

Tazoteot demands their followers acknowledge all forms of physical delight, but does not require them to embrace or perform any act a given worshiper does not wish to. They are unique in that they allow followers of any alignment–though Tazoteot is True Neutral themself, they does not care what ethos or goals their worshipers embrace as long as they do so with respect to pleasure.

Tazoteot does, however, forbid their worshipers from acting upon each other in any way without consent. This is poorly understood by other churches, that refer to it as the Silken Sanctuary.

*Tazoteot’s colors are black, gold, and crimson.
*Their favored weapon is unarmed/natural attacks.
*Their favored animal is the jaguar.
*Their servitors are the werejaguar witches, the forvlakke.
*Their holy symbol is a pillar within a ring, or a ring within a pillar.
*Their areas of concern are animal husbandry, birth, pleasure, relationships, sex, and truth.
*Their domains are Animal (fur), Charm (lust), Community (family), Destruction (torture), Healing (medicine), and Liberation (self-realization).

They also have special Fiendspeakers priests of any alignment can also access the Evil subdomains of Daemon, Demodand, Demon, Devil, and Kyton–though not the standard evil domain–and use the spells and powers of those domains without any automatic affect on their alignment (though if they use those powers to commit evil, that still impacts their alignment normally).

ENJOYED THIS? BACK MY PATREON!

Creating SuperMemes

Superhero/comic book worlds often build off their pasts with legacies and spin-offs. A good example of this are the X-Men, who have an X-Gene that gives them mutant powers, are trained by professor X, and have had groups such as X-Factor and eXcalibre.

It may all seem a bit eXcessive, but it also greats a throughline readers can use to quickly understand how these individuals and groups are related.

So if you are going to build something for a superhero setting, why not put in the thought on how to turn a single idea into a whole meme? A set of related concepts you, and readers and players, can expand on over time.

Here’s a particularly obvious example you can build an entire set of superhero groups and concepts around: AB-Humans

The rise of “Advanced Biology” Humans, or AB Humans, was troubling and unexpected. It lead to the rise of mega-geniuses, extreme mutations, and people with true superpowers.

And, of course, costumed heroes and villains.

Doctor Amanda Bryant, a powerful telepath sometimes called “Doctor AB” tried to train some of the most powerful ABs to control their abilities and use them for the benefit of mankind. In an effort to show that this could be the standard, she called them the Normal AB Example.

The press quickly dubbed them the AB-Normals, and bigotry and fear dogged them constantly.

Doctor AB’s old colleague, Erica Magus, saw that society would never trust ABs, and knew that only armed resistance could protect this minority. She took in ABs no one else would give a chance, even those who had turned to crime and rage to survive, and made them her Knight Errants.

The AB-Errants.

Since then both groups have spun off side teams, the AB-Solvers and AB-Stainers, and AB-used being the best known.

PATREON
If you get use out of or enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

What is “Common”?

Okay, for gameplay reasons I am totally down with a “Common” tongue, as is frequently presented in RPG campaigns, especially fantasy RPGs.

But what IS it?

Without changing any rules at all, you can help give a campaign world some interesting backstory by explaining why there is a “common language.”

Here are 20 examples, built on tropes common to d20 fantasy games.

“When the mighty empire of Te Essar collapsed, its official language was already known to most of the world, and became the common language of trade and diplomacy.”

“The deity Commonos wished all people to trade stories, and gave them a single language in which to do so.”

“The eldritch Power Words, Glyphs, and Sigils used in so many spells require significantly study to use to their full mystic potential, but their common forms are easy enough to learn, and taught to populations worldwide as a method for seeking those with a spark of spellcasting talent.”

“The Plane of Shadow is a reflection of all that occurs on the Material Plane, including all language. The Shadow Tongue is a simplified amalgam of all mortal tongues, and can be vaguely understood by any literate person.”

“The Logos Prima was invented by a travelling bard centuries ago, and carefully designed to be easily learned by anyone, from any culture. It has a single, unified spelling and sentence structure, and avoids elements that make some languages more difficult to learn, such as tonality and gendered nouns, and has a simplified structure to allow it to be picked up quickly.”

“It’s a virus. Exposure to the sound, or the sight of it, allows it to creep into your mind, and infect your thoughts with its syntax, and vocabulary.”

“They come once in each generation, to every library and school above a given size. The Solresolut, the Inevitables of Communication. Immortal teaching machines, they offer the language of the Law of the Spheres to any who will learn it, then leave the laws themselves behind. Ignorance of the law is no defense, but every mortal is given a fair chance to learn them.”

“When the world was young, the Cyclops discovered art, and architecture, and language. They built mighty fortresses and huge henge that could predict the seasons. No one knows why these cyclopean ruins were abandoned, but their uses to ancient cultures to know when to plant, when to migrate, when the moon would eat the sun ensured that the basics of what was written upon them would be learned worldwide.”

“The angels spoke Enochian, the tongue of the heavens. Devils taught it to man, to ensure they would be ready to bargain for even more knowledge.”

“It turns out if a demigod archmage genie gets annoyed enough with translation errors in her mail order service, she’ll wish ‘there was one Common language almost everyone knows’.”

“The self-replicating Printing Press Golems nearly destroyed the world. But from their ruined movable type, a single common alphabet was born… ”

“Look, humans can interbreed with almost anything. If it;’s a less common or less popular combination, we just call it a half-whatever. half-dragon. half-angle. half-orc. If it’s happened enough to develop its own culture, it gets a new name. Minotaur. Centaur. Harpy. As a result, the most popular human languages are taught to a LOT of wondering offspring…”

“The first Riddle of the Sphinx was a grand mystery for centuries. It was taught in every academy, studied by every sage. Given how crucial context is to understanding and solving riddles, it’s native tongue was taught alongside it, to ensure no nuance was lost in translation.”

“When madmen worldwide all babble and scream in the same language, it’s worth knowing what that language is, and what they are saying.”

“The Grand Trickster demanded that all understand his jests, and the skalds sought out to ensure this could be so, though it take carrying his words to every corner of the world.”

“When the gods made mortals, they gave them language. That which best spoke of rock was adopted by the dwarves. That which best spoke of wealth was adopted by the dragons. And that which best spoke of toil was adopted by the workers, crafters, and servants of the world.”

“They come to every port and trading post, in creaking ships and caravans of twisted beast. They are known by their brightly painted masks they never remove, and overly-sweet perfume scents masking a hint of rotting flesh beneath their faded robes. They buy, and sell, and trade, and make many wealthy, but they do it all in just one language. If you wish to do business with the Traders, you must learn this common trade tongue.”

“In the first seasons, the beasts all knew two languages, which gave them dominion over the material world and the spirit realm. The tool-makers stole the common words of material dominion from the beasts, and became ascendant. Now druids guard the spirit dominion language closely, and forbid that it be taught to any but those of their own order.”

“The wind whispers, the river mutters. Fires spit and curse, and the earth groans. Early people could rarely master all of any elemental tongue, but ususally learned a few key phrases from each, forming them into a set of common words and phrases that were almost universal.”

“Common? You mean Khelvish? Sure, it’s common where you are from, in the lands between the Basalt Mountains and Shallow Sea. A few folks ’round these parts know it, too. But if you want to be able to talk to everyone in these parts, you’d best learn Fworven, or at least Low Glett.”

PATREON
If you get use out of or enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

 

Comic Book/Superhero Ideas

Sometimes when looking to create superhero worlds or adventures, all you need is an idea to run with. It could be a jumping-off point, a villain, a dead hero to draw the protagonist’s interest… just something that feels like it comes from a comicbook sensibility but (and this is the hard part) without being a direct ripoff or sharing a name with any character from mainstream comics.

So, here are a bunch.

I can’t claim they are all entirely original–many are intentionally based on existing tropes–or even that the names aren’t used in any comic/supers stories. But I developed them independently of other sources, and casual searches didn’t show parallel development of note.

These are designed for you home games or to spark new ideas original to you (though if you have some potential commercial use, feel free to drop me a line).

Aberzombie & Glitch.
Annoying, immoral preppy necromancer and technomancer who manipulate magic they barely understand, while stylishly dressed. Note that being shallow doesn;t automatically make these villains. they could be the kind of allies you avoid… until you absolutely need their help. Or even neutral to greater conflicts, and just sometimes dragged in on one side or the other.

AK.
A heavy weapons vigilante, mercenary, or assassin who uses an AK.

Anti-Vaxx.
A villain. A terrorist who takes the unscientific belief that vaccines are dangerous and to be avoided to extremes by killing those who perform/promote vaccines, and tries to prove they are ineffectual by spreading deadly contagious diseases among vaccinated communities.

BustDown.
A woman with classic “brick” powers (high strength and resistance to damage) and no fucks to give about other people’s opinions. She could be a dauntless hero, a bitter villain, a self-interested mercenary, or anything in-between.

Cannon’s Fodder.
A penal superhero unit of convicted criminals who can cut time off their sentences by performing high-risk missions for the government. Run by Captain Cannon, a hardass patriotic supersolider with a cybergun arm who does as he is told and rules over the ‘Fodder’ with iron discipline.
The Fodder are run by the Combine, and operate out of a mobile secret base ship called The Trough. Cannon’s Fodder are often B- and C-grade villains (and occasionally antiheroes, vigilantes, and heroes who ended up on the wrong side of something), but are quite a dangerous force combined with the gear the Combine can arrange for them, and Cannon’s tactical acumen and willingness to sacrifice the lives of his Fodder if that’s the only way to get the mission done.
Thus while you can use noteworthy villains for your campaign’s Cannon’s Fodder, you can also just grab any terms or names you think of to be the “current” team, repurposing any write-ups you already have to represent the B List. (For example, the Feb 2019 team might include Bear Man, Deadnought, Killer Kaiman, Layaway, Punching Judy, Sister Sirocco, Spotlight, and Tigerdrake.)

Clutch.
A highly trained spy and combatant, who has luck that increases as the chance of failure goes up.

Colorguard.
A team of 5 teens who can transform into powered, color-coded versions of themselves. Anywhere from Power Rangers to Sailor Scouts. Could be heroes, villains, or just an annoyance.

Crunk.
A berserker who gains size, strength, and resilience (including to mental powers) as he becomes angry. Most likely an antihero.

Doctor Dank.
A rogue genius pharmacologist who gains massive psychic powers when high. could be an antihero, a villain, or just an unreliable hero.

Gat.
A pulp-era-style detective or hit man who is happy to pit his/her skills and a single common handgun (the “gat”) against whatever superpowers foes have.

Hardcore.
What if the Punisher had Batman’s training, resources, and skills?
That would be Hardcore.

Knacker.
The Knackerman, or Knacker, is a supernatural force who clears corpses from roadways and public spaces, and repurposes them as revenants. Usually the Knacker just gives abused animals a chance to return and punish their abusers, or sometimes save a beloved human in trouble. But sometimes Knacker brings back cars, or toys… or people.

Lag.
Can slow down anyone or anything, so all actions and reactions take longer.

Mr. Untouchable
A mastermind crime boss, who is known to also have powerful connections to legitimate political authorities such as mayors, judges, and law enforcement–though no one knows exactly what those connections are. the combination of ruthless underworld agents and corrupt politicians and agents and moles makes him (or her, regardless of the name), well, untouchable.

Obeastity.
A massively overweight werebear. Might be a cuddly hero, but might also be a bitter villain jaded from years of mockery and abuse.

Psychic Stripling Samurai Snakes.
Five sibling anthropomorphic snakes with mental powers and samurai training.
(Some of these ideas are less original than others.)

QED.
The world’s best detective, an unassuming pulp-era style investigator in a trench coat and fedora. QED can take apparently unrelated facts and use them to describe events that must have occurred to cause the known facts, thus revealing things that seemed unknown or unknowable.

Rick Rekt.
A feared, immortal assassin. When you truly need someone to suffer, you Get Rekt.

The Shark Brothers.
Card Shark, Loan Shark, and Pool Shark, three mobster brothers with bites that can sever gun barrels, each with their own specialty in crime.

The Skeptic.
The idea of someone who neutralizes mutant/metahuman powers is fairly common. This idea puts a slight spin on that, as someone who neutralizes all forms of magic.

The Relics.
A “family” of superbeings who are evolved and sentient magic items from mythology. Some, such as the swords Durandal, Gram, and Nothung, and the rings Andvarinaut and Draupnir, were forged directly by the sorcerer/smith Weyland while others, such as Fragarach, Mjolnir,  Nemean, and Tarnkappe, were reforged/rewoven by Weyland to grant them sapience, sentience, and human forms.
The Relics are reincarnated if slain, so while some have been active and alive for centuries, others are born as aparently normal humans, and then begin to gain powers of the reliquary nature sometime between their 12th and 18th years. Relics are not as a group entirely good or bad. Some, such as Durandal, appear to always be driven to work for justice. Others, such as Draupnir, seem to always seek power and wealth above all else.
And all sense that they exist to serve some great purpose in Weyland’s plans… which he refuses to talk about, though he calls them his “true children” and often aids them if they are in serious danger.

Wayland.
The ancient nordic sorcerer/smith of Germanic myth, though his origins are neolithic and he has survived to the modern era. Forged or reforged the Relics, causing them to be true living beings. Wayland is not evil, per se, and isn’t willing to see the world devastated, but his own plots and plans that take place over a scale of centuries, and mostly doesn’t care about “petty” issues like crime and justice.
Generally opposed by his equally immortal, but not quite as skilled, son Verlandsson, who mostly just hates his father and wants to stop the elder’s plans whatever they are, whatever the cost. Verlandsson is sometimes aided by his grandfather Vade, a giant and sorcerer/smith, who mostly just wants to be left alone.

WiFi.
Able to send and receive any broadcast signal. Makes an excellent “Overwatch/Quarterback/Ally in the chair” character, for good or ill, but could also be a badass in their own right with equipment and skills any superhero-level human can achieve, plus the WiFi power. Or, could have a swarm of drones. Or, all of the above.

Wolfshead.
In ancient Rome, someone who was banished from civilization was marked with the brand of the Wolf’s Head, meaning they could be hunted and killed as if a rogue wolf. One of those branded criminals turned it into a badge of honor, forming the Church of Crime and becoming the first popelike Wolfshead of All Crime.

PATREON
If you enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!